Wasteland 3

Wasteland 3

View Stats:
Can't do DLC because of Pets
So the game tells you to dismiss your pets back to the kennel before going in the factory as you need to non-lethally take down the workers apparently. However, I can't actually kennel Poultron , the Golden toaster (Couragous) or Party Pal. Although he can be dismissed, he doesn't show in the kennel . They go in and murder everyone and i'm basically forced to play with half my party sitting back out of combat.

Aside from having half my dudes sit out of combat, is there any other way around this? I don't really want to start an entirely new save just to play the DLC, and I'd really rather not lose 3 of the best pets.

Edit:
Since it seems this post got a bit more traction in the last few days, please the comment posted by the devs below. While it is not possible to dismiss these pets, i can 100% confirm that if they kill a character, they do not trigger as a lethal kill or the non-lethal quest. Evidentally these pets were designed slightly differently and can't be dismissed. As a developer myself, I get it, this type of stuff sometimes happens and can't really be changed. Sleep well knowing that even if a certain angry chicken bashes the hell out of some workers, he is simply bashing them into a slightly bloody slumber and not perm death
Last edited by Nomcuppycake; Nov 7, 2021 @ 4:50pm
Originally posted by Mattonomicon:
"if workers die due to pets or traps or something like that you're not blamed for it." Specifically, if a companion or pet takes down any of the Steeltown workers it will not actually register against your player characters as a lethal kill for the sake of the non-lethal request.
< >
Showing 1-15 of 20 comments
mitcHELLspawn Jun 6, 2021 @ 7:31pm 
pretty annoying oversight for sure... Im not as upset because ive already beat the game and im just replaying an older save before the point of no return so I just got rid of my animals and killed my clone etc but yea.... kind of an annoying part of the DLC that you can't have those companions while doing the DLC
MeGa Jun 7, 2021 @ 12:02am 
Wow wtf this surely needs to be patched?
Nomcuppycake Jun 7, 2021 @ 11:11am 
Originally posted by mitcHELLspawn:
pretty annoying oversight for sure... Im not as upset because ive already beat the game and im just replaying an older save before the point of no return so I just got rid of my animals and killed my clone etc but yea.... kind of an annoying part of the DLC that you can't have those companions while doing the DLC
Yea i was slightly contemplating that, i just love my pets. and with the new kennel feature, being able to run around with more of an army is amazing. I'm hoping they patch it soon. I attempted a ton of runs last night with 2 of my party members that had those 3 attached to them and I got close, surely, but the enemies are just way to powerful at my level to manage it with 4 companions, especially since those 3 are on my main "charisma" style person and my main tank haha
2 tay 3 súng Jun 7, 2021 @ 11:20am 
You can do it with pets and companion, but it's hard ofc. You will have to optimize team composition, placement, target priority, number of stacking disruption.

I did it on SJ with difficulty check. Took many tried to get the Perfect pacifist.

https://steamcommunity.com/sharedfiles/filedetails/?id=2510487033
drusca Jun 9, 2021 @ 9:25pm 
yeah, same problem here. LEft badger in ranger HQ but what about courageous and I also have a russian bot. what I am supposed to do with them? shoot them myself? come on, this is completely stupid. how come they didn't think of this?
szalmalacko Jun 10, 2021 @ 4:22am 
I also find it strange, that while the DLC forces you to leave your pets at home, Polly has a unique conversation with Bennie Bianchi,
c0wb0y!+ Jun 10, 2021 @ 6:03pm 
So FYI. just one companion likely won't stop you from being able to non-lethally take down the workers. Their damage output isn't that high if they're the only ones doing it.

Also, you don't HAVE to take them down non-lethally, it just changes the story.

Lastly, if workers die due to pets or or traps or something like that you're not blamed for it.
drusca Jun 14, 2021 @ 11:20am 
oh, okay. I noticed that too.
Nomcuppycake Jun 14, 2021 @ 5:24pm 
Small update on this: Managed to do it even with the 3 OP pets. I basically just focused down the smaller enemies so that the pets would have the greatest chance of hitting the big dudes. Once i was done with the factory portion, I was able to finish the DLC pretty easily. So if you're in the same boat, just focus small dudes and pray your guys don't 2 shot them hahha
A developer of this app has indicated that this post answers the original topic.
Mattonomicon  [developer] Jun 18, 2021 @ 2:24pm 
"if workers die due to pets or traps or something like that you're not blamed for it." Specifically, if a companion or pet takes down any of the Steeltown workers it will not actually register against your player characters as a lethal kill for the sake of the non-lethal request.
Last edited by Mattonomicon; Jun 18, 2021 @ 2:25pm
Nomcuppycake Jun 18, 2021 @ 7:16pm 
Originally posted by Mattonomicon:
"if workers die due to pets or traps or something like that you're not blamed for it." Specifically, if a companion or pet takes down any of the Steeltown workers it will not actually register against your player characters as a lethal kill for the sake of the non-lethal request.
Thanks for the clarification. Is being able to not place the specific pets i spoiler tagged intended? Just curious.

Aside from that though, I loved the DLC. Good job to everyone involved :)
Mike Jun 18, 2021 @ 7:50pm 
Originally posted by Mattonomicon:
"if workers die due to pets or traps or something like that you're not blamed for it." Specifically, if a companion or pet takes down any of the Steeltown workers it will not actually register against your player characters as a lethal kill for the sake of the non-lethal request.

This is understood, but it would be much better if there were a simple "release pets/misc companions (toaster, clone, etc.)" option to avoid these issues altogether and provide more flexibility/convenience. Pet/non-controllable companion AI still needs a lot of work as well (pathing is pretty terrible). Thanks!
nick the devil Jun 19, 2021 @ 1:17am 
Originally posted by Mike:
Originally posted by Mattonomicon:
"if workers die due to pets or traps or something like that you're not blamed for it." Specifically, if a companion or pet takes down any of the Steeltown workers it will not actually register against your player characters as a lethal kill for the sake of the non-lethal request.

This is understood, but it would be much better if there were a simple "release pets/misc companions (toaster, clone, etc.)" option to avoid these issues altogether and provide more flexibility/convenience. Pet/non-controllable companion AI still needs a lot of work as well (pathing is pretty terrible). Thanks!


A simple 'stay' command would be ideal.
Capitan Furia Nov 3, 2021 @ 10:55pm 
So this was left without a solution?
MeGa Nov 4, 2021 @ 6:17am 
Also curious
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: Jun 6, 2021 @ 5:12pm
Posts: 20